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Messages - Zmeja

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Developer Corner / Recon Sneak Balance issue
« on: May 14, 2020, 01:53:43 PM »
2020 Sneak Rework

I will mostly only be talking on the Recon Stealth Boy. My comments will almost not be referred to the other 2 types of Stealth Boys - as I have
a) No experience with them
b) No idea if they are balanced or not

When I first heard about Sneak Rework I was very excited. Because from my point of view. The (now) old Stealth Boy was not quite balanced. Not balanced in the sense that it was quite underwhelming. I mean. Just look at the player count of active sneakers. Right now. I can count 3 people sneaking. I don't know the playstyles of the other 2 guys. But mine was one of a Recon one. My main priority was to gather information for the team.
Not. Shooting. Not backstabbing. Not even much picking off enemies. Just. Plain information gathering.
At first I tried to play on silenced guns. And it worked out pretty well for me. I mean. That too. Was very underpowered.
After countless suggestions to take a Sniper with me. I finally gave in. And to my surprise it was very rewarding! I had a lot more impact to the fight. Not only being able to gather information and position my teammates. But also by finally getting score. Because. Let's face it. Sneaker is probably the most unthankful class to play. With no real way to get money or experience. Not only are you doing no damage, but you also do not get ZC-Score while sneaking.

Still. Sneaker was a very difficult, expensive, and especially depending on your roles in your team, very micromanaging-needed class to play in.

Now let's get into the Recon Stealth Boy.

The Recon Stealth Boy. In it's essence. Is a good idea. But. The execution, especially the balancing is in my opinion just wrong.
There are a lot of factors playing into this. Let's start with a smaller one.

No Auto Resneak when getting shot.
Previously. When you shot yourself. Or got shot at. You got a 5 second Sneak-Penalty. After which you automatically resneaked. Effectively reducing the amount of micromanagement you had to make. Now. This is not possible. And if you get desneaked, you have to actively watch the top right until the cooldown is over, just so you can press "1" again. This not only causes AP-Loss. But forces your character to stop. Both of which were not the case previously. To top it all off. You can not "queue" it. And actually have to wait the whole cooldown only to press "1" right after that.
This just adds another layer of micromanagement to a Sneaker. Which. Let's face it. Probably already has the biggest amount of micromanagement of all classes. Especially if you then slap on multiple roles.

Stealth Boy has to be in Util slot
Personally. Not much of an issue for me. However. I see why this can be a major drawback for a sneaker. Not being able to throw smoke below your feet when shit goes down the drain, just further diminishes the survivability of a sneaker. Now. The Stealth Boy HAS to be in the Util slot. And if you played in a way where usually team-mates could loot you first, they now can not get your Stealth Boy back, since it only drops when you completely die out.

Sneak Value
By far the biggest nerf. Previously. On 9KG. The Sneaker was visible from ~25 Hexes for a character with 100 Hexes vision.
Now. This is just completely and utterly nerfed.
5KG. And you are at 44 Hexes.
5KG - 44Hexes.
You don't even have a gun at this point. Now take a gun, maybe 1 Voodoo. And with
9KG - 76Hexes.
You will have a major drawback. At this point you might very well have no Stealth Boy at all.

Siman has 2 great points for that. First of all.
You have to play around walls
Could be a nice idea. But we do have a problem or two. Not many things in this game are actually considered walls. Some maps outright have no walls to begin with. Let me show you some examples.

Code: [Select]
https://cdn.discordapp.com/attachments/508841680472899584/710547982612693053/unknown.png
https://cdn.discordapp.com/attachments/508841680472899584/710548036576739369/unknown.png
https://cdn.discordapp.com/attachments/508841680472899584/710548341276147763/unknown.png
https://cdn.discordapp.com/attachments/508841680472899584/710548389179424798/unknown.png

All of those things are not considered Walls. And that was just a quick rundown. Imagine how many more things are not considered Walls.
Now. From what I know. It is planned to make every non-passable entity a Wall in Terms of Sneak Value. However. I don't think that will solve the issue. That will just make Infiltrator and Ambush Stealth Boys more powerful. Since you will have a lot more opportunities to boost up your sneak by a free 100%
Not only that. But someone with a Recon Stealth Boy is gathering information for the team. He has to move a lot. He has to scout a lot. He has to check a lot. Walls are not playing into his hands here.

The second point he makes is:
Don't go over X (7 I believe)KG
Well. There we have another essential problem. Sneak Weapons are actually shit. Shit in a sense that. They don't do anything. They are just pea-shooters at this point.
Guns with low range of about 15 Hexes. 0 Damage. And overall a very diminishing return.
When we melt it together with an average Sneaking Value of about 50-60 Hexes on 100Hex. That once again. Just doesn't go hand in hand at all. Like. On one hand you HAVE to stay away from enemies to actually sneak at all. And then you get a gun that shoots 15 Hexes...

Moving removes Sneak Value
Good concept. Once again. Bad execution in my eyes.
As a Scout. You have to move A LOT. This is simply the IDEA of a Scouter. To cover as much ground as possible to check as much places as possible. Figure out the positions of the enemy team. Know where ambushes lay.
I don't want to stand still every 5 seconds just to let my Sneak Value run back to normal value, just to have essential scouting capabilities. That just doesn't go well together in my opinion.

There are probably a lot more points to cover. But. Those are the most important ones for me currently. I hope a solution can be found. I don't know how the other Stealth Boys compare to the Recon one. My first stance was that the Infiltrator might be very powerful. And the Ambush I have mixed feelings. I however can not tell. Those are not Stealth Boys I would use / utilize. Maybe they are fine. Maybe they are not.

2
awesome stuff! may want to have this online in some way though because a lot of people are allergic to .exe files.
I have written this in C++ and putting it online would basically require me to rewrite it fully. Which. Of course. Is not my goal. Only thing I can offer is upload the source so you can compile it yourself.

3
Game Tips & Guides / Character Planner - Third party offline tool
« on: May 07, 2019, 10:43:09 AM »
Ashes of Phoenix character planner by Zmeja

Here you can download the current version of the character planner. No Administrator rights are needed. Neither are some packages needed, as this program should be able to run under any freshly installed windows machine. Even Windows XP. Wine shouldn't pose a problem as well for the Linux users.

Download Link: http://uralez.de/foaop/AoP.exe
Current version: 0.1.01

Current features:
Plan SPECIAL statistics, derived statistics, as well as skills on your current character. See how much intellect you have to take. Or what possibilities your character can evolve to.

Planned features (From most to least important):
- Traits
- Perks
- Drugs
- Description of everything, including SPECIAL, Stats, Skills, Traits, Perks and Drugs
- Leadership Bonuses
- Sneak-Value
- Better Visuals (As in, how the program looks like)
- Save / Load feature

The character planner is fully dynamic. What do I mean by fully dynamic? For example. You can set your SPECIAL-Values after leveling up. This leads to not having to restart the program if a single change wants to be made.

Please report bugs and suggestions either here on the Forum. Or through Discord: Zmeja#9144

Changelogs:
Spoiler for Hiden:
5/7/2019 - Release of 0.1
5/7/2019 - 2 Small Bugfixes of Skillpoints redestribution. 0.1.01
Spoiler for Hiden:
- After 226 Skillpoints, there was another rise in Skillpoints per %
- When a tagged skill reaches 251 on Weaponskills, or 201 on Supportskills, a half, rounded down, of used Skillpoints is given back. Now implemented.

4
Game Tips & Guides / [MOD] No Walls Modification
« on: May 03, 2019, 10:09:53 AM »
I have modified the No-Walls mod that is used on other servers so it will be compatible with this server. All I have done is changed the offset of the frames so they would go hand in hand with AoP. This was a simply straightforward operation. The link to download the mod is here:

http://uralez.de/foaop/walls_aop.zip

If you need any further help, there is a readme inside the zip that explains everything.
In doubt, feel free to write.
The game will look like that though, so you might want to consider not putting it in if you care about aesthetics:
Spoiler for Hiden:

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